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*Spell effects of the ''Alchemy'' and ''Enchantment'' schools involve injecting ether into the target of influence. Mages (and their linked familiars), who already each have their own manipulable ether source flowing through them, are highly resistant to foreign ether. They therefore repel alchemy and enchantment spells unless the attacker has substantially stronger spellpower.
*Spell effects of the ''Alchemy'' and ''Enchantment'' schools involve injecting ether into the target of influence. Mages (and their linked familiars), who already each have their own manipulable ether source flowing through them, are highly resistant to foreign ether. They therefore repel alchemy and enchantment spells unless the attacker has substantially stronger spellpower.
*Mages may willingly choose to receive ''Alchemy'' or ''Enchantment'' magic by pausing free ether flow in the appropriate regions. This is an important aspect of healing spells (Alchemy:Bio). However, the effect is still substantially weaker and slower than when performed on non-mages. Healing spells may also overcome this ether resistance by using Samaran 'fluid of life' as either a focus or additive to the spell, reducing the effects of ether rejection.
*Mages may willingly choose to receive ''Alchemy'' or ''Enchantment'' magic by pausing free ether flow in the appropriate regions. This is an important aspect of healing spells (Alchemy:Bio). However, the effect is still substantially weaker and slower than when performed on non-mages. Healing spells may also overcome this ether resistance by using Samaran 'fluid of life' as either a focus or additive to the spell, reducing the effects of ether rejection.
*Since this resistance relies upon ether repulsion, significant reduction of reserve ether will make a mage vulnerable.


==Spellcasting Specializations==
==Spellcasting Specializations==
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*''Spellsword'' - specialist of casting spells in melee combat; spellswords are by far the most common form of combat mages in Hyperion as it requires neither special affinity nor exemplary magical potential. (spec word: ''Negation'')
*''Spellsword'' - specialist of casting spells in melee combat; spellswords are by far the most common form of combat mages in Hyperion as it requires neither special affinity nor exemplary magical potential. (spec word: ''Negation'')
*''Wayfarer'' - specialists of teleportation, with improved range, control, and carrying capacity. (spec word: ''Astral Teleport'')
*''Wayfarer'' - specialists of teleportation, with improved range, control, and carrying capacity. (spec word: ''Astral Teleport'')


==Rank 1 - Elementary Spells==
==Rank 1 - Elementary Spells==
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*'''Heat/Cool''' (Effect): Alters temperature of entity.
*'''Heat/Cool''' (Effect): Alters temperature of entity.
*'''Ignition''' (Effect): Ignites combustible object.
*'''Ignition''' (Effect): Ignites combustible object.
*'''Invigorate''' (Effect)[Bio]: Slow, long-duration healing spells that soothes wounds.
*'''Lock/Unlock''' (Effect): Open/closes a mechanical lock; magical locks require either matching ether signature or far superior spellpower to overcome a lock.
*'''Lock/Unlock''' (Effect): Open/closes a mechanical lock; magical locks require either matching ether signature or far superior spellpower to overcome a lock.
*'''Refreshen''' (Effect)[Bio][Healing]: Half-cosmetic half-healing spell used to adjust one's looks in the morning.
*'''Refreshen''' (Effect)[Bio][Healing]: Half-cosmetic half-healing spell used to adjust appearances with precision.
*'''Transmute''' (Effect): Alters one substance to another; higher spellpower increases the limitations of each modification step and its speed.
===Enchantment===
===Enchantment===
*'''Telepathy''' (Effect): Sends a mental message or create a telepathic bond. Unless grounded by a deeper bond, telepathy is interferes by local spell auras and therefore unreliable over distances of high magic concentration.
*'''Telepathy''' (Effect): Sends a mental message or create a telepathic bond. Unless grounded by a deeper bond, telepathy is interferes by local spell auras and therefore unreliable over distances of high magic concentration.
===Conjuration===
===Conjuration===
*'''Air Glide/Cushion''' (Effect): Surround entity with either air buffets to slow descent, or layers of decompressing air to reduce impact.
*'''Cyclone''' (Effect): Creates a gust of wind. ''Blast'' (Rank2) intensifies it.
*'''Cyclone''' (Effect): Creates a gust of wind. ''Blast'' intensifies it.
*'''Dismiss''' (Effect): Ends a conjuration-creation spell cast by the same person.
*'''Dismiss''' (Effect): Ends a conjuration-creation spell cast by the same person.
*'''Repulsion''' (Effect): Counter-pushes objects attempting to get closer to target; weak and only effective against smaller objects unless cast by mage of exceptional power.
===Evocation===
===Evocation===
*'''Alarm''' (Effect): Wards an area to alert the entrance of intruders, either through noise [illusion] or mental alert to the attuned. May be specified to ignore individuals.
*'''Alarm''' (Effect): Wards an area to alert the entrance of intruders, either through noise [illusion] or mental alert to the attuned. May be specified to ignore individuals.
*'''Armor''' (Effect): Creates a layer of invisible, weightless armor composed of pure magic.
*'''Armor''' (Effect): Creates a layer of invisible, weightless armor composed of pure magic.
*'''Sigil''' (Effect): Leaves a visible mark of hardened ether for identification.
*'''Sigil''' (Effect): Leaves a visible, lasting mark of hardened ether for identification.
===Divination===
===Divination===
*'''Detect''' (Effect:Suffix)[Divination]: Detect the presence of an entity and discern available details. The most common being ''Aura Detection'' which serves for magical effects.
*'''Detect''' (Effect:Suffix)[Divination]: Detect the presence of an entity and discern available details. The most common being ''Aura Detection'' which serves for magical effects.
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''Intermediate magic that breaks physical laws in reasonable manners, taught starting from early teens (Middle School).''
''Intermediate magic that breaks physical laws in reasonable manners, taught starting from early teens (Middle School).''
===Alchemy===
===Alchemy===
*'''Animate''' (Effect): Non-sentient object moves as directed, even if it cannot exert force. Animate has numerous variants: ''Entangle'' orders it to bind and constrict creatures; ''Assault'' increases force and speed.
*'''Animate''' (Effect): Non-sentient object moves as directed, even if it cannot exert force. Animate has numerous variants: ''Entangle'' orders it to bind and constrict creatures; ''Assault'' (Rank3) increases force and speed.
*'''Enlarge/Shrink''' (Effect): Increase or reduce size of item.
*'''Enlarge/Shrink''' (Effect): Increase or reduce size of item. Altering the size of living beings is more complicated (Rank3).
*'''Invigorate''' (Effect)[Bio]: Slow, long-duration healing spells that soothes wounds.
*'''Metabolic''' (Effect:Prefix)[Bio]: Modifies physical energy output and natural healing by several folds. Side-effect include burning through reserve energy faster, resulting in fatigue and hunger.
*'''Metabolic''' (Effect:Prefix)[Bio]: Modifies physical energy output and natural healing by several folds. Side-effect include burning through reserve energy faster, resulting in fatigue and hunger.
*'''Sensory Blackout''' (Effect)[Bio]: Cuts off nerve senses; may be localized to specific region as a healer's spell.
===Enchantment===
===Enchantment===
*'''Sensory Clarity''' (Effect): Sharpens sensory processing and clears mental pathways; this does not actually boost the senses themselves, and an exception is made for pain sensory.
*'''Sensory Clarity''' (Effect): Sharpens sensory processing and clears mental pathways; this does not actually boost the senses themselves, and an exception is made for pain sensory.
===Conjuration===
===Conjuration===
*'''Air Glide/Cushion''' (Effect): Surround entity with either air buffets to slow descent, or layers of decompressing air to reduce impact.
*'''Brambles''' (Effect): Creates thick, spiky vines and other plant undergrowth.
*'''Brambles''' (Effect): Creates thick, spiky vines and other plant undergrowth.
*'''Conjure''' (Effect): Conjures specified entity from nearest source instead of magically simulating them with limited duration.
*'''Conjure''' (Effect)[Teleport]: Conjures specified entity from nearest source instead of magically simulating them with limited duration.
*'''Binding Bands''' (Effect): Creates steel shackles to bind an opponent.
*'''Binding Bands''' (Effect): Creates steel shackles to bind an opponent.
*'''Lightning''' (Effect): Call down a lightning strike or send a ''Blast'' of lightning from casters' hands. Effectiveness rises in stormy weather.
*'''Repulsion''' (Effect): Counter-pushes objects attempting to get closer to target; weak and only effective against smaller objects.
*'''Shift Impulse''' (Effect): Accelerates motion by manipulating target momentum.
*'''Shift Impulse''' (Effect): Accelerates motion by manipulating target momentum.
===Evocation===
===Evocation===
*'''Ether Seeker''' (Effect)[Antimagic]: Evokes self-guided counter-missiles that disrupt shaped ether; producible in quantity even with advanced magic.
*'''Ether Seeker''' (Effect)[Antimagic]: Evokes self-guided counter-missiles that disrupt shaped ether; producible in quantity even with advanced magic.
*'''Guard''' (Effect): Creates a layer of translucent magic that wards against hostile magic and resists antimagic.
*'''Guard''' (Effect): Creates a layer of translucent magic that wards against hostile magic and resists antimagic; can be infused into most other magical wards.
*'''Negation''' (Effect)[Antimagic]: Gives an entity limited ability to reduce the effectiveness of defensive barriers. This is the main penetrator aide of spellsword combat. May not be combined with any other spellwords except ''Boost''/''Surge'' suffix.
*'''Negation''' (Effect)[Antimagic]: Gives an entity limited ability to reduce the effectiveness of defensive barriers. This is the main penetrator aide of spellsword combat. May not be combined with any other spellwords except ''Boost''/''Surge'' suffix.
===Divination===
===Divination===
*'''Witness''' (Effect): Turns an object or non-magical creature into a scrying sensor, allowing the caster to listen and see through the entity.
===Illusion===
===Illusion===
*'''Mislead''' (Effect): Creates a mirror image capable of independent action, starting with only visual components but increases to audio, thermal, olfactory, etc with higher spellpower/control.
*'''Mislead''' (Effect): Creates a mirror image capable of independent action, starting with only visual components but increases to audio, thermal, olfactory, etc with higher spellpower/control.
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''Advanced magic that requires finesse, control, and understanding, taught starting from late teens (High School).''
''Advanced magic that requires finesse, control, and understanding, taught starting from late teens (High School).''
===Alchemy===
===Alchemy===
*'''Elemental Body''' (Effect)[Bio]: Blesses the body with spirits of a classical element. ''Air'' grants swiftness and improved senses; ''Earth'' reinforces structure and strength; ''Fire'' increases metabolic output and fire resistance; ''Water'' offers minor regeneration and aquatic capacities.
*'''Elemental Body''' (Effect)[Bio]: Blesses the body with spirits of a classical element. ''Air'' grants swiftness and improved senses; ''Earth'' reinforces structure, strength, and elemental resistances; ''Fire'' increases metabolic output, fire immunity, and may burn on contact; ''Water'' offers regeneration and aquatic capacities.
*'''Neutralize''' (Effect)[Bio]: Neutralizes poison, either by itself or from a creature.
*'''Neutralize''' (Effect)[Bio]: Neutralizes poison, either by itself or from a creature.
*'''Resistance''' (Effect): Reinforces subject with coursing ether, granting alchemy/enchantment spell resistance and limited protection against the elements.
*'''Sensory Blackout''' (Effect)[Bio]: Cuts off nerve senses; may be localized to specific region as a healer's spell.
===Enchantment===
===Enchantment===
===Conjuration===
===Conjuration===
*'''Astral Leap''' (Effect)[Conj+Evoc]: Short-range teleportation spell with line-of-sight range up to 500paces.
*'''Astral Leap''' (Effect)[Teleport]: Short-range teleportation spell with line-of-sight range up to 500paces.
*'''Vanish''' (Effect): General-purpose cleaning spell by dematerializing messes as though a low-powered disintegrate with precision control.
*'''Vanish''' (Effect): General-purpose cleaning spell by dematerializing messes as though a low-powered disintegrate with precision control.
===Evocation===
===Evocation===
*'''Dispel''' (Effect)[Antimagic]: Counter magical effects by forcibly unraveling ether from a shaped spell effect.
*'''Dispel''' (Effect)[Antimagic]: Counter magical effects by forcibly unraveling ether from a shaped spell effect.
*'''Spellshield''' (Effect): Creates a shimmering shield of pure magic that automatically deflect attacks. ''Fortress'' add-on word boosts this into multiple shields with self-coordinated control.
*'''Scorch-Ether''' (Effect)[Antimagic]: Forcibly convert ether into volatile mana. Conversion of free ether works significantly faster than shaped ether, thus best paired with a ''Dispel''.
*'''Spellshield''' (Effect): Creates a shimmering shield of pure magic that automatically deflect attacks. ''Fortress'' (Rank4) add-on word boosts this into multiple shields with self-coordinated control.
===Divination===
===Divination===
*'''Scrying''' (Effect): Remotely view distant locations, objects, or individuals; an invisible magical sensor is created at the scrying location. Concentration required; attunement may be time-consuming and may require special focus if caster is not personally familiar.
*'''Sight''' (Effect:Suffix): Enables either the viewing of non-material element (i.e. ''Aura Sight'' visualize magical effects) or clarity to see through a physical entity (i.e. ''Stone Sight'' can see through natural rock).
*'''Sight''' (Effect:Suffix): Enables either the viewing of non-material element (i.e. ''Aura Sight'' visualize magical effects) or clarity to see through a physical entity (i.e. ''Stone Sight'' can see through natural rock).
===Illusion===
===Illusion===
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===Universal===
===Universal===
*'''Field''' (Form): Spell effect forms a constant area-of-effect emanation. Field spells do not need refreshing but constantly drain ether from source.
*'''Field''' (Form): Spell effect forms a constant area-of-effect emanation. Field spells do not need refreshing but constantly drain ether from source.
*'''Sanctum''' (Form): Spell effect wards an enclosed region from all outside region.
*'''Sanctum''' (Form): Spell effect wards an enclosed region from all outside region, but not those within.




==Rank 4 - Collegiate Spells==
==Rank 4 - Professional Spells==
''Professional magic that blatantly ignores physical laws, taught to career or higher education mages.''
''Professional magic that blatantly ignores physical laws, taught to career or higher education mages.''
===Alchemy===
===Alchemy===
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*'''Farspeak''' (Effect): Long-range telepathy spell allowing communication over long distances. Farspeak's burst transmissions allow it to overcome magical interference, but at the cost of requiring concentration to maintain even a 1-on-1 link.
*'''Farspeak''' (Effect): Long-range telepathy spell allowing communication over long distances. Farspeak's burst transmissions allow it to overcome magical interference, but at the cost of requiring concentration to maintain even a 1-on-1 link.
===Conjuration===
===Conjuration===
*'''Astral Teleport''' (Effect)[Conj+Evoc]: Long-range teleportation spell with maximum standard safety range of 10 kilopaces; Wayfarer training increases this to 25 kilopaces.
*'''Astral Teleport''' (Effect)[Teleport]: Long-range teleportation spell with maximum standard safety range of 10 kilopaces; Wayfarer training increases this to 25 kilopaces.
===Evocation===
===Evocation===
*'''Cancellation'' (Effect)[Antimagic]: Suppresses magical effect. Commonly used for wardbreaking, this spell takes minutes if not hours of time to properly cast and attune.
*'''Cancellation'' (Effect)[Antimagic]: Suppresses magical effect. Commonly used for wardbreaking, this spell takes minutes if not hours of time to properly cast and attune.
*'''Scorch-Ether''' (Effect)[Antimagic]: Forcibly convert ether into volatile mana. Conversion of free ether works significantly faster than shaped ether.
*'''Lockdown''' (Effect): Wards the area by bouncing teleportation to either the nearest unwarded or a designated area.
*'''Lockdown''' (Effect): Wards the area by bouncing teleportation to either the nearest unwarded or a designated area.
===Divination===
===Divination===
*'''Hindsight''' (Effect): Trace individuals through history or visit past events. Concentration required; attunement may be time-consuming and may require special focus if caster is not personally familiar.
===Illusion===
===Illusion===
===Universal===
===Universal===
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==Rank 5 - Graduate Spells==
==Rank 5 - Mastery Spells==
''Powerful magic used only by experienced specialists; usually result in horrible accidents when used by someone not practiced.''
''Powerful magic used only by experienced specialists; usually result in horrible accidents when used by someone not practiced.''
===Alchemy===
===Alchemy===
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===Enchantment===
===Enchantment===
===Conjuration===
===Conjuration===
*'''Banishment''' (Effect)[Conj+Evoc]: Banishes non-native creature back to its world of origin.
*'''Banishment''' (Effect)[Teleport]: Banishes non-native creature back to its world of origin.
===Evocation===
===Evocation===
*'''Solar''' (Effect): Harness the intense energies of the sun through miniaturized, limited magical fusion to create defensive screens, offensive beams, or other effects.
===Divination===
===Divination===
===Illusion===
===Illusion===
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==Rank 6 - Mastery Spells==
==Rank 6 - Experimental/Archmage Spells==
===Alchemy===
===Alchemy===
===Enchantment===
===Enchantment===
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*'''Aura Condense''': Compacts ether density which results in higher spell penetration and focal power, but reduces spell acceleration.
*'''Aura Condense''': Compacts ether density which results in higher spell penetration and focal power, but reduces spell acceleration.
*'''Aura Field''': Basic aura mode with a minor boost to spell acceleration.
*'''Aura Field''': Basic aura mode with a minor boost to spell acceleration.
===Hyperion Battlefield Magic===
Hyperion battlefield spellcasting are typically delivered in alchemy-conjuration combos, by altering circumstances followed by an elemental attack. Common examples include the Knights Phantom's preference for shrunken oil barrels which are dispelled to restore size and ignited after throwing; or artillery-mages' preference to transmute air into natural gas before adding fire, sparking explosions on par with modern fuel air bombs.

Revision as of 16:44, 27 January 2014

Personal notes, for consistency tracking's sake... I'll put up an explanation eventually lol.


Arcane Schools

All magic, spells, and effects are classified into six schools:

  • Alchemy - manipulation of the physical; as the most explored school of magic, alchemy is broken down into Biological, spells that affect life, and non-Bio for everything else.
  • Enchantment - manipulation of the mental
  • Conjuration - creation of physical phenomenons
  • Evocation - creation of mental phenomenons
  • Divination - accessing of information
  • Illusion - hiding or forging information
  • Spell effects of the Alchemy and Enchantment schools involve injecting ether into the target of influence. Mages (and their linked familiars), who already each have their own manipulable ether source flowing through them, are highly resistant to foreign ether. They therefore repel alchemy and enchantment spells unless the attacker has substantially stronger spellpower.
  • Mages may willingly choose to receive Alchemy or Enchantment magic by pausing free ether flow in the appropriate regions. This is an important aspect of healing spells (Alchemy:Bio). However, the effect is still substantially weaker and slower than when performed on non-mages. Healing spells may also overcome this ether resistance by using Samaran 'fluid of life' as either a focus or additive to the spell, reducing the effects of ether rejection.
  • Since this resistance relies upon ether repulsion, significant reduction of reserve ether will make a mage vulnerable.

Spellcasting Specializations

  • Spellsniper - specialist of focused targeting spells through sheer spellpower for all-purpose ward-piercing. (spec word: Beam)
  • Spellstorm - specialist of concentrating on massed spellfire volleys through quantitative duplication of spells. (spec word: Phalanx)
  • Spellsword - specialist of casting spells in melee combat; spellswords are by far the most common form of combat mages in Hyperion as it requires neither special affinity nor exemplary magical potential. (spec word: Negation)
  • Wayfarer - specialists of teleportation, with improved range, control, and carrying capacity. (spec word: Astral Teleport)


Rank 1 - Elementary Spells

Basic magic that skirts the laws of physics, taught starting from earliest age of magical control. The easiest of these are used daily and are often referred as cantrips.

Alchemy

  • Fabricate (Effect): Basic spell for shaping and crafting materials. Concentration required; duration dependent on complexity and hardness.
  • First Aid (Effect)[Bio]: Quick wound-closure healing spell.
  • Flourish (Effect)[Bio]: Plant matter thrives and grows at exponential rate.
  • Heat/Cool (Effect): Alters temperature of entity.
  • Ignition (Effect): Ignites combustible object.
  • Lock/Unlock (Effect): Open/closes a mechanical lock; magical locks require either matching ether signature or far superior spellpower to overcome a lock.
  • Refreshen (Effect)[Bio][Healing]: Half-cosmetic half-healing spell used to adjust appearances with precision.
  • Transmute (Effect): Alters one substance to another; higher spellpower increases the limitations of each modification step and its speed.

Enchantment

  • Telepathy (Effect): Sends a mental message or create a telepathic bond. Unless grounded by a deeper bond, telepathy is interferes by local spell auras and therefore unreliable over distances of high magic concentration.

Conjuration

  • Cyclone (Effect): Creates a gust of wind. Blast (Rank2) intensifies it.
  • Dismiss (Effect): Ends a conjuration-creation spell cast by the same person.

Evocation

  • Alarm (Effect): Wards an area to alert the entrance of intruders, either through noise [illusion] or mental alert to the attuned. May be specified to ignore individuals.
  • Armor (Effect): Creates a layer of invisible, weightless armor composed of pure magic.
  • Sigil (Effect): Leaves a visible, lasting mark of hardened ether for identification.

Divination

  • Detect (Effect:Suffix)[Divination]: Detect the presence of an entity and discern available details. The most common being Aura Detection which serves for magical effects.

Illusion

  • Mirage (Effect): Creates an illusion based on the caster's imagination, starting with only visual components but increases to audio, thermal, olfactory, etc with higher spellpower/control.

Universal

  • Barrier (Form): Spell effect takes the form of a barrier that protects one object or creature.
  • Boost (Effect:Suffix): Augmentation effect, striking a balance between moderate power and duration.


Rank 2 - Intermediate Spells

Intermediate magic that breaks physical laws in reasonable manners, taught starting from early teens (Middle School).

Alchemy

  • Animate (Effect): Non-sentient object moves as directed, even if it cannot exert force. Animate has numerous variants: Entangle orders it to bind and constrict creatures; Assault (Rank3) increases force and speed.
  • Enlarge/Shrink (Effect): Increase or reduce size of item. Altering the size of living beings is more complicated (Rank3).
  • Invigorate (Effect)[Bio]: Slow, long-duration healing spells that soothes wounds.
  • Metabolic (Effect:Prefix)[Bio]: Modifies physical energy output and natural healing by several folds. Side-effect include burning through reserve energy faster, resulting in fatigue and hunger.

Enchantment

  • Sensory Clarity (Effect): Sharpens sensory processing and clears mental pathways; this does not actually boost the senses themselves, and an exception is made for pain sensory.

Conjuration

  • Air Glide/Cushion (Effect): Surround entity with either air buffets to slow descent, or layers of decompressing air to reduce impact.
  • Brambles (Effect): Creates thick, spiky vines and other plant undergrowth.
  • Conjure (Effect)[Teleport]: Conjures specified entity from nearest source instead of magically simulating them with limited duration.
  • Binding Bands (Effect): Creates steel shackles to bind an opponent.
  • Lightning (Effect): Call down a lightning strike or send a Blast of lightning from casters' hands. Effectiveness rises in stormy weather.
  • Repulsion (Effect): Counter-pushes objects attempting to get closer to target; weak and only effective against smaller objects.
  • Shift Impulse (Effect): Accelerates motion by manipulating target momentum.

Evocation

  • Ether Seeker (Effect)[Antimagic]: Evokes self-guided counter-missiles that disrupt shaped ether; producible in quantity even with advanced magic.
  • Guard (Effect): Creates a layer of translucent magic that wards against hostile magic and resists antimagic; can be infused into most other magical wards.
  • Negation (Effect)[Antimagic]: Gives an entity limited ability to reduce the effectiveness of defensive barriers. This is the main penetrator aide of spellsword combat. May not be combined with any other spellwords except Boost/Surge suffix.

Divination

  • Witness (Effect): Turns an object or non-magical creature into a scrying sensor, allowing the caster to listen and see through the entity.

Illusion

  • Mislead (Effect): Creates a mirror image capable of independent action, starting with only visual components but increases to audio, thermal, olfactory, etc with higher spellpower/control.

Universal

  • Beam (Form): Spell effect repeatedly hammer all in its path with a steady stream.
  • Fragmentation (Meta): Spell effect breaks apart into multiple pieces after meeting target, each carrying a piece of the original's power. Chain/tiered fragmentation may occur with cascading spells.
  • Screen (Form): Spell effect takes the form of a geometric surface.
  • Surge (Effect:Suffix): Augmentation effect with high power but low duration measurable in seconds.


Rank 3 - Advanced Spells

Advanced magic that requires finesse, control, and understanding, taught starting from late teens (High School).

Alchemy

  • Elemental Body (Effect)[Bio]: Blesses the body with spirits of a classical element. Air grants swiftness and improved senses; Earth reinforces structure, strength, and elemental resistances; Fire increases metabolic output, fire immunity, and may burn on contact; Water offers regeneration and aquatic capacities.
  • Neutralize (Effect)[Bio]: Neutralizes poison, either by itself or from a creature.
  • Resistance (Effect): Reinforces subject with coursing ether, granting alchemy/enchantment spell resistance and limited protection against the elements.
  • Sensory Blackout (Effect)[Bio]: Cuts off nerve senses; may be localized to specific region as a healer's spell.

Enchantment

Conjuration

  • Astral Leap (Effect)[Teleport]: Short-range teleportation spell with line-of-sight range up to 500paces.
  • Vanish (Effect): General-purpose cleaning spell by dematerializing messes as though a low-powered disintegrate with precision control.

Evocation

  • Dispel (Effect)[Antimagic]: Counter magical effects by forcibly unraveling ether from a shaped spell effect.
  • Scorch-Ether (Effect)[Antimagic]: Forcibly convert ether into volatile mana. Conversion of free ether works significantly faster than shaped ether, thus best paired with a Dispel.
  • Spellshield (Effect): Creates a shimmering shield of pure magic that automatically deflect attacks. Fortress (Rank4) add-on word boosts this into multiple shields with self-coordinated control.

Divination

  • Scrying (Effect): Remotely view distant locations, objects, or individuals; an invisible magical sensor is created at the scrying location. Concentration required; attunement may be time-consuming and may require special focus if caster is not personally familiar.
  • Sight (Effect:Suffix): Enables either the viewing of non-material element (i.e. Aura Sight visualize magical effects) or clarity to see through a physical entity (i.e. Stone Sight can see through natural rock).

Illusion

  • Veil (Effect): Hide entity through disinformation, beginning with visual and/or audio component but not limited.

Universal

  • Field (Form): Spell effect forms a constant area-of-effect emanation. Field spells do not need refreshing but constantly drain ether from source.
  • Sanctum (Form): Spell effect wards an enclosed region from all outside region, but not those within.


Rank 4 - Professional Spells

Professional magic that blatantly ignores physical laws, taught to career or higher education mages.

Alchemy

  • Disintegrate (Effect): Breaks down physical entity to a granular level; exact process unknown but results in dust and heated, particle-heavy air. Highly effective versus objects and nonmagical creatures, it can only brute force its way through magical defenses.
  • Rejuvenate (Effect)[Bio]: Healing spell with built-in nerve shock to wake fatigued or unconscious individuals up.

Enchantment

  • Farspeak (Effect): Long-range telepathy spell allowing communication over long distances. Farspeak's burst transmissions allow it to overcome magical interference, but at the cost of requiring concentration to maintain even a 1-on-1 link.

Conjuration

  • Astral Teleport (Effect)[Teleport]: Long-range teleportation spell with maximum standard safety range of 10 kilopaces; Wayfarer training increases this to 25 kilopaces.

Evocation

  • 'Cancellation (Effect)[Antimagic]: Suppresses magical effect. Commonly used for wardbreaking, this spell takes minutes if not hours of time to properly cast and attune.
  • Lockdown (Effect): Wards the area by bouncing teleportation to either the nearest unwarded or a designated area.

Divination

  • Hindsight (Effect): Trace individuals through history or visit past events. Concentration required; attunement may be time-consuming and may require special focus if caster is not personally familiar.

Illusion

Universal

  • Catalyst (Meta): Spell effects that create either magical or physical energy may begin a cascading chain reaction.


Rank 5 - Mastery Spells

Powerful magic used only by experienced specialists; usually result in horrible accidents when used by someone not practiced.

Alchemy

  • Stonemeld (Effect): Meld object or creature into stone to hide for a limited time; does not actually combine.

Enchantment

Conjuration

  • Banishment (Effect)[Teleport]: Banishes non-native creature back to its world of origin.

Evocation

  • Solar (Effect): Harness the intense energies of the sun through miniaturized, limited magical fusion to create defensive screens, offensive beams, or other effects.

Divination

Illusion

Universal

  • Phalanx (Meta): Spellshaping is duplicated quickly for quantitative spellcasting.


Rank 6 - Experimental/Archmage Spells

Alchemy

Enchantment

Conjuration

Evocation

Divination

Illusion

Universal

Common Aura Magic Modes

  • Aura Bombardment: Improves control and output for large-scale spellcasting, but lacking individual precision in shaping spells.
  • Aura Boost: Enhances physical functions by coursing ether through the body, but reduces spell acceleration (spellshaping time).
  • Aura Burst: Greatly boost spell acceleration for the fastest casting time in all known styles, but with the side-effect of numbness from overwhelmed nerve conduits; prolonged use may lead to temporary and permanent paralysis.
  • Aura Condense: Compacts ether density which results in higher spell penetration and focal power, but reduces spell acceleration.
  • Aura Field: Basic aura mode with a minor boost to spell acceleration.

Hyperion Battlefield Magic

Hyperion battlefield spellcasting are typically delivered in alchemy-conjuration combos, by altering circumstances followed by an elemental attack. Common examples include the Knights Phantom's preference for shrunken oil barrels which are dispelled to restore size and ignited after throwing; or artillery-mages' preference to transmute air into natural gas before adding fire, sparking explosions on par with modern fuel air bombs.